It's not a bad start, but there's a lot of problems with it.
I fully upgraded half the team to level 100 and all of them to their branches before prestiging, and then gave up on the second run because that's way too much clicking. Please add a way to upgrade them to the max you can afford. Or hold to level them up more. And why can you only upgrade their ranks every 20 levels? I could understand if you had to upgrade it before leveling them up more, but that's not how it works. And what am I supposed to do with materials now that everything is upgraded?
It's also not clear what characters do besides DPS. Can you show their health and other stats?
Viewing post in Idle Guildmaster: The Infinite Rift comments
Thank you so much for the detailed feedback — this is exactly what helps us improve! You're right on all points. Here's what we're working on:
1. "Buy Max" button — we're adding a button to upgrade heroes to the maximum level you can afford with one click. No more clicking 50 times.
2. Rank every 20 levels — we're reviewing this. The intent was to create milestone moments, but if it feels arbitrary we'll adjust.
3. Materials after maxing forge — valid point. We're adding a mat sink mechanic so they stay useful throughout the run.
4. Character stats visibility — we're making each hero card show all relevant stats clearly: DPS, heal/s, crit chance, shields, souls, buffs.
Updates coming soon. Thanks for playing and taking the time to write this!
Raphael Sampaio
Great point on the visual milestone suggestion — we're actually planning ability unlocks per rank, so stay tuned for that. On capping levels: the issue is it would break the prestige loop. The whole point of prestiging is that your next run feels faster and more powerful. If heroes are hard-capped at level 10 waiting for mats, every run starts the same slow way regardless of how many prestiges you've done — and several prestige tree perks (like rank cost reduction) lose their purpose entirely. That said, your instinct about milestone moments is right. We're looking at making rank ups feel more impactful visually rather than gating progression behind them.